\section{Wind and Water}
\vspace{-10pt}
\quot{It was a dark and stormy night...}

\desc{It is important to note that weather in the World of Darkness is a fair bit worse than the weather of our own world. Just as nearly every horror movie begins with some driving rain and a crash of thunder to set the mood, the night sky of the World of Darkness pelts the earth with lightning and rain all the time. It's atmospheric, and it helps to enforce the feeling of isolation that so many variations of scary stories require.}

\noindent{\textbf{Rain:} Water falls from the sky. It's dreary, it's uncomfortable, and it makes it hard to see things that are far away. It also makes things very wet, which is why witches wear wide brimmed hats. But the important things from the standpoint of \emph{game mechanics} is the fact that it makes things wet and makes it hard to see.}

\desc{\intable{|l|l|l|}{
\hline
\textbf{Types of Rain}&\textbf{Impeded Visibility}&\textbf{You get wet unless...}\\
\hline
Fine Mist &Remote &...you move around a bit.\\
\hline
Adequate Drizzle &Extreme &...you have a hat.\\
\hline
Continuous Shower &Way Out &...you have an umbrella\\
\hline
Tumultuous Rain &Short &...you are wearing rain gear.\\
\hline
Uncompromising Deluge &Near &...you have a diving suit.\\
\hline}}

\noindent\textbf{Fog:} when there's fog in the air it reduces contrast and obscures. It scatters light sources and can paradoxically cause people to be blinded by glare if they shine lights trying to see better. But mostly it saves us money on sets, because far away things become indistinct and altogether invisible. As fog becomes thicker, the distance one can see things clearly is reduced, and the distance one can see anything at all is reduced as well. Bright lights get scattered in fog and ca produce glare. It is entirely possible for a fog to have reduced visibility \emph{and} overstimulation at the same time. Dust and smoke clouds reduce visibility based on their thickness just as fog does, but they are usually composed of light absorbent particles and do not create glare when light is shed within them.

\desc{\intable{|l|l|l|}{
\hline
\textbf{Fog Thickness}&\textbf{Impeded Visibility}&\textbf{Limit of Vision}\\
\hline
Thin&200 meters&Remote (1200 meters)\\
\hline
Light&100 meters&Extreme (600 meters)\\
\hline
Medium&20 meters&Extreme (300 meters)\\
\hline
Thick&10 meters&Way Out (100 meters)\\
\hline
Pea Soup&1 meter&2 meters\\
\hline}}

\noindent\textbf{Wind:} Air blows around. It carries one's words away before they have had a chance to impart their intended convictions, ruining apologies and love confessions both. As in the real world, the relative strength of wind in aWoD is represented on th Beaufort Windforce Scale. However, the bottom end of that scale doesn't make any difference (whether or not the leaves are in motion in a gentle breeze or not in an actual dead calm, characters can leave books on park benches without fear that they will fly open). As such, the minimum value of wind strength in the game is 3 -- even inside and such. That's a little awkward, but it beats the alternative of not being able to use genuine meteorological data in the game.

\desc{\intable{|p{1.45cm}|l|p{4.65cm}|p{7.4cm}|}{
\hline
\textbf{Wind Strength} &\textbf{It's Called...} &\textbf{You see...} &\textbf{Game Effects}\\
\hline
\textbf{3} &Gentle Breeze &...leaves sway. &None.\\
\hline
\textbf{4} &Moderate Breeze &...dust and loose paper kicked up. &Dusty areas gain thin fog.\\
\hline
\textbf{5} &Fresh Breeze &...whole branches sway. &\\
\hline
\textbf{6} &Strong Breeze &...an empty garbage can fall over. &Whistling wind and scattered falling objects obscure sounds.\\
\hline
\textbf{7} &High Wind &...upper floors in tall buildings shift. &Walking against the wind is like moving in difficult ground.\\
\hline
\textbf{8} &Gale &...campfires blown out. &Driving Conditions difficult. Movement on foot difficult. Thrown objects penalized.\\
\hline
\textbf{9} &Strong Gale &...a tree blow down. &Staying upright out of cover is a Hard stunt. (Strength + Athletics or Survival, Threshold 3)\\
\hline
\textbf{10} &Storm &...roof tiles peel up and clatter. &\\
\hline
\textbf{11} &Violent Storm &...roof tiles fly off of buildings. &Characters can't make themselves heard if they try.\\
\hline
\textbf{12} &Hurricane &...some windows breaking. &\\
\hline
\textbf{13} &Hurricane (2) &...a mobile home rolled over and over.&Staying upright out of cover is a Crazy Extreme stunt. (Strength + Athletics or Survival, Threshold 5)\\
\hline
\textbf{14} &Hurricane (3) &...a dog flying away &\\
\hline
\textbf{15} &Hurricane (4) &...a twig embed itself into a tree lengthwise. &\\
\hline
\textbf{16} &Hurricane (5) &...Dorothy's house fly away. &Characters out of cover resist a Strength d6 of Normal Damage.\\
\hline}}

\begin{list}{}{\itemspace}
\item Note: Victory of Typhon creates wind at strength 11 with 2 hits, 12 at 3, 13 at 4, 14 at 5, and strength 15 with 6 hits.
\end{list}